TECHNICAL FIELD
[0001] This invention relates to a system for realistically simulating the effects of area
weapons on a battle field, and more particularly, to simulating the effect of area
weapons on ground troops, vehicles, aircraft, equipment, structures, and weapons in
a simulated battle field during combat training exercises.
BACKGROUND ART
[0002] The ability of a training system to effectively induce and maintain operational readiness
in an army combat force is proportional to the ability of the system to generate training
exercises which simulate an accurate, realistic combat environment that reinforces
doctrine and applies penalties and rewards appropriate to the behavior of commanders,
staffs, and individual soldiers. To generate training exercises which simulate an
accurate, realistic combat environment, it is important to simulate the effects of
area weapons on individual soldiers, vehicles, aircraft, equipment, structures, and
weapons at a time which is as close as possible to the time that such effects would
occur in an actual combat situation. Therefore, the effects imposed on participants
in a training exercise should not be randomly applied and/or delayed in time from
the precipitating actions of commanders and combat troops.
[0003] Distributed instrumentation systems have been used in the past to realistically simulate
the effects of area weapons on a battlefield in order to assist in the warfare training
ofsoldiers, including airmen, marines, sailors, army infantry soldiers, etc., in techniques
that are necessary for conducting successful military operations. For example, such
systems are discussed by Doerfel et al. in U.S. Patent Nos. 4,682,953 and 4,744,761;
by Fitzgerald in U.S. Patent Nos. 5,382,958; 5,571,018 and 5,695,341; and by Fitzgerald
et al. in U.S. Patent Nos. 5,518,401 and 5,690,491'. In U.S. Patent No. 5,292,254,
Miller discusses how one such system determines the effects of a simulated minefield
on troops and equipment that are moving through the simulated minefield. The position
of troops and equipment (commonly referred to collectively as "players") is determined
by affixing a "player detection device" (PDD) to each player. Alternatively, the location
of players can be determined by a central computer. In addition, the location of each
of a plurality of mines is known by either the player unit or the central computer.
A military training exercise can then be initiated. The position of each of the simulated
mines in the exercise must be identical for each of the players. The locations of
the mines are determined by a bitmap. The location of the players and the location
of the simulated mines are continuously compared, either in the player unit or in
the central computer, in order to determine whether a player has detonated any of
the simulated mines. Once a simulated mine has been detonated, that mine must be removed
from the bitmap of simulated mines within the simulated minefield.
[0004] Accordingly, either the players must continuously communicate their position to the
central computer, or the central computer must communicate the location of each of
the mines within the simulated minefield to each of the players and update the minefield
bitmap at relatively frequent regular intervals. Whether the location of the mines
is being transmitted to the PDDs or the locations of the players is being communicated
to the central computer, a relatively large amount of information must be communicated
between the central computer and the plurality of players involved in the exercise.
Transmitting the massive amounts of information results in a high probability that
incomplete or erroneous information will be received.
[0005] In addition, these currently available battlefield simulation systems do not have
the ability to simulate air defenses, delivery of projectiles, and toxic or nuclear
clouds. Accordingly, it would be desirable to provide a system that can simulate minefields,
air defenses, delivery of projectiles, and toxic or nuclear clouds, all without the
need to transmit excessive amounts of information between player units and a central
computer.
[0006] EP 0809083 A2 discloses a method for simulating the temporal effect of a battlefield
engagement, including determining whether a player is in a so-called "area of effects".
US 5,556,281 A and EP 0668481 A1 disclose a method and apparatus for controlling the
display of information for troops and vehicles in a simulated battlefield. GB 2176271
A discloses a weapons training system including a simulated battlefield which is divided
into an orthogonal grid such that a zone of the battlefield may be identified by means
of a co-ordinate pair.
DISCLOSURE OF INVENTION
[0007] In accordance with a first aspect of the invention, there is provided an area weapons
effect simulation system, according to claim 1 of the set of claims.
[0008] In accordance with a second aspect of the invention, there is provided a player unit
for determining the effects of a simulated area weapon on a player, according to claim
9 of the set of claims.
[0009] In accordance with a third aspect of the invention, there is provided a minefield
simulation system, according to claim 12 of the set of claims.
[0010] In accordance with a fourth aspect of the invention, there is provided a method of
simulating area effects of weapons on a plurality of players in a military combat
training exercise, according to claim 19 of the set of claims.
[0011] Preferably, the present invention provides an area weapons effect simulation system
and method that allow players to determine the extent of simulated injuries and damage
sustained as a consequence of simulated mines, projectiles, air defenses, and toxic
or nuclear clouds in or near real time.
[0012] The system of the present invention may use a distributed architecture that simulates
the effect that area weapons would have on that player in real time, and thus allows
players to determine the consequence of their actions as a part of a combat training
exercise. Each player is assigned a Player Unit which the player carries or which
is affixed to the player. Each Player Unit is pre-loaded with information and tables
which allow the Player Unit to determine the probability of damage or injury, depending
on the type of player, defensive measures taken on the part of the player, and the
type of weapon being simulated. Alternatively, such information may be down loaded
to the Player Unit as necessary.
[0013] Player Units are designed to receive information locating points along the perimeter
of an area in which the effects of a particular weapon would be felt (i.e., an "affected
area") if an actual weapon were being used. Player Units track the location of the
assigned player. Once a player enters an affected area, the Player Unit determines
the probability that the player will be affected by the weapon. The Player Unit preferably
performs a probabilistic function through a data table look-up process to assess his
casualty status. The casualty status of the player is selected from a number of various
possibilities associated with each type of player, the defensive measures that player
has taken, and the weapon being directed into the affected area. The casualty status
includes a near miss, a hit by a weapon resulting in a particular type of damage or
injury, contamination by chemical or biological weapon, or dead/destroyed. In accordance
with one embodiment of the present invention, each Player Unit includes all of the
information required to determine the effects of a weapon upon a player. Players that
are inside a vehicle that has been affected by a weapon are immediately alerted to
the status of the vehicle and their own status by audible tones, stored voice messages,
displayed text, or a combination of such cues.
[0014] The nature of the injury may be determined by the Player Unit. The severity of the
injury is then modified as a function of the amount of time which elapses between
the injury occurring and the player receiving proper medical attention. Players may
carry a conventional casualty card. Once the Player Unit has determined that the status
of the associated player has changed (i.e., the player has been injured or damaged),
the Player Unit reports the change to the central computer.
[0015] The probability that a player will sustain injury or damage as a result of entering
an affected area can be altered by one or more of the following factors. Players may
be observed by a training administrator. The training administrator has the ability
to vary the probability that a player will be injured or damaged (i.e., the players
"injury probability") when the player enters an affected area. The training administrator
may communicate with the Player Unit by radio communication, or by firing a simulated
weapon at the player, the simulated weapon having a message encoded within the beam
that is transmitted to the Player Unit associated with the player whose injury probability
is to be altered.
[0016] In accordance with another embodiment, a player may be designated as a commander.
In response to the player being designated as a commander, the probability that the
player will be injured may be altered from that of other players in the same situation.
The probability of injury or damage may be either increased or decreased as a result
of the player being designated as a commander, depending upon the objectives of the
current training exercise.
[0017] In accordance with yet another embodiment of the present invention, the injury probability
associated with a particular player may be dependent upon the location of the player
and the terrain. Therefore, if a player is determined to be located in a depression
in the ground (such as a foxhole or naturally occurring depression), the injury probability
is reduced. In accordance with another embodiment of the present invention, this is
accomplished by loading the Player Units with a relief map which indicates the nature
of the terrain at each location to which the player may travel. Alternatively, an
observer or training administrator may be responsible for altering the probability
in players as a function of terrain. In yet another embodiment of the present invention,
the central computer is loaded with a relief map of the terrain and modifies the probabilities
used by the Player Units.
[0018] In accordance with another embodiment of the present invention, the fact that a player
is upright or prone affects the probability of the player sustaining injury. Also,
if the player is using proper tactics for avoiding injury, such as being under cover
or dug in, then the injury probability is reduced. These factors may be determined
by sensors on the player or in the Player Unit. Alternatively, these factors are determined
by an observer.
[0019] In addition to determining the effect of a simulated weapon system on a player who
directly encounters a weapon (i.e., who is responsible for activating the mine or
who has been designated as being hit by a mortar shell, etc.), the present invention
determines the effect of weapons on collateral players, structures, and equipment
(i.e., those players who are in relatively close proximity to a player that has been
directly affected). This is accomplished by the affected player communicating to the
central computer that the weapon has affected that player.
[0020] In accordance with another embodiment of the present invention, when simulating projectile
attacks, Player Units are placed on structures and equipment that may be affected
by the projectiles. Accordingly, bridges, buildings and other such structures can
be damaged or eliminated by incoming projectiles rendering such structures, etc. unusable
or causing impediments to players.
[0021] Another embodiment of the present invention provides for "suppressing" players ability
to fire weapons in response to a projectile striking within a predetermined distance
of the player in order to simulate the response that has been noted under actual battle
conditions. Therefore, when a projectile strikes, as determined by a first Player
Unit, the first Player Unit communicates with the central computer. The central computer
then responds by sending a message to all Player Units within a predetermined radius
of the first Player Unit to cause those Player Units with the predetermined radius
to disable the assigned players' weapons.
[0022] In accordance with another embodiment of the present invention, air defense weapons
systems are simulated by determining a "dome of fire". When an airborne player enters
the dome of fire associated with a particular weapon, the Player Unit assigned with
the player determines the probability that the player will be affected by the air
defense weapons system.
[0023] In accordance with another embodiment of the present invention, delays are created
between the time that a Player Unit attempts to determine whether the player has been
affected by the air defense weapons system, and the next time that the Player Unit
determines whether the player is affected by that same air defense weapons system.
Such delays simulate the time required to reload the particular weapon that is directed
at the player in question.
[0024] The system of the present invention can also simulate toxic and nuclear clouds and
the movement of such clouds. The initial coordinates of the toxic or nuclear cloud
are transmitted to each Player Unit. Each Player Unit then calculates the movement
of the cloud by recalculating the coordinates of the perimeter of the cloud. Alternatively,
the central computer recalculates and retransmits the coordinates of the perimeter
of the cloud at regular intervals. Player Units determine the injury probability as
a function of the type of cloud. In addition, the injury probability will be further
determined as a function of the precautions taken on the part of the player.
BRIEF DESCRIPTION OF DRAWING
[0025] The objects, advantages and features of this invention will be more readily appreciated
from the following detailed description, when read in conjunction with the accompanying
drawing, in which:
Figures 1(a), 1(b), 1(c) and 1(d) collectively comprise a flowchart of the generalized
operation of an area weapon effects simulator (AWES) in accordance with a preferred
embodiment of the present invention.
Figure 2 is an illustration of the basic components of the preferred embodiment of
the AWES of the present invention.
Figure 3 is a simplified block diagram of a Player Unit in accordance with the preferred
embodiment of the present invention.
Figure 4 is a simplified block diagram of the central computer in accordance with
the preferred embodiment of the present invention.
Figure 5 is an illustration of a pre-existing weapons area which has been stored in
the memory of each of the Player Units as a list of points connected by lines which
form the perimeter of a minefield.
Like reference numbers and designations in the various drawing figures refer to like
elements.
BEST MODE FOR CARRYING OUT THE INVENTION
[0026] Throughout this description, the preferred embodiments should be considered as exemplars,
rather than limitations on the scope of the present invention.
Overview
[0027] The preferred embodiment of the present invention is a method and apparatus used
in military training exercises to simulate the effects of area weapon systems. Area
weapons are defined as weapons that are associated with a particular area within which
injury or damage will occur to players as a consequence of the associated area weapon.
Accordingly, area weapons include, but are not limited to, minefields, projectiles,
bombs, toxic gas clouds, nuclear clouds, biological weapons, and air defense systems.
However, it should be understood that many other weapons and dangers can be modeled
in the same manner. Accordingly, the present invention can be applied to other weapons
and conditions, such as explosive traps, etc.
Generalized operation of the present invention
[0028] In accordance with one embodiment of the present invention, an AWES system preferably
includes at least three components. The first component is a central computer 101
(Figure 2) located at a central control center. The second component is one or more
Player Units 105, each assigned to a particular participant in a military exercise
or with a structure or device used in the exercise (i.e., a "player"). It should be
understood that inanimate objects are referred to as players in this description.
The third component is a communications link such as a regional control/relay station
103 between the central computer 101 and the Player Units 105. Each of these components
will be described in detail below.
[0029] Figures 1(a), 1(b), 1(c) and 1(d) collectively comprise a flowchart of the generalized
operation of an area weapon effects simulator (AWES) in accordance with a preferred
embodiment of the present invention. The steps that are illustrated in these figures
represent the most basic steps that are common to the present invention regardless
of the type of area weapon being simulated and the type of player being affected by
the weapon. The abbreviation PU is sometimes used instead of Player Unit. Figure 2
is an illustration of the basic components of an AWES system in accordance with a
preferred embodiment of the present invention. Referring to Figures 1, 1(a), 1(b),
1(c), 1(d) and 2, initially, a simulated battlefield is defined for the system as
a fixed area. Initially, the simulated battlefield 100 is defined by the ability of
the central computer to communicate effectively with Player Units (STEP 1). Accordingly,
the simulated battlefield 100 is defined to include that area within which a remote
device can be contacted by the central computer 101 and can respond to the central
computer (i.e., an area within which two-way communication can be established between
a remote device and a control station). Alternatively, the simulated battlefield 100
can be defined as some sub-portion of the total area within which a remote device
can maintain two-way communication with the central computer 101.
[0030] After defining the simulated battlefield 100, one or more weapons areas 102 are defined
at the central computer 101 or regional control/relay stations 103 (STEP 3). The manner
in which a weapons area 102 is defined will be discussed in detail below. The weapons
areas 102 are communicated to the Player Units 105 by either the central computer
101 or the regional control/relay stations 103 (STEP 5). Regional control/relay stations
103 are optional and the use of such stations 103 depends upon the cost of providing
such stations verses the increased ability to effectively communicate and coordinate
control functions throughout the system.
[0031] When a Player Unit 105 receives information defining the location of a weapons area
102, the Player Unit 105 stores this information in its own local memory. Figure 3
is a simplified block diagram of a Player Unit 105 in accordance with the preferred
embodiment of the present invention. The Player Unit 105 includes a transceiver 301
for transmitting information to, and receiving information from, other components
of the AWES, such as the central computer 101 and the regional control/relay stations
103. In accordance with the present invention, the transceiver 301 is a conventional
wireless communications device. However, it should be understood that other communications
devices may be used. For example, where a Player Unit 105 is assigned to a stationary
structure, such as a bridge or building, the Player Unit may communicate with other
components of the AWES over wire lines (not illustrated). Furthermore, communications
may be established by an optical communications system, sonic communications system
(not illustrated) or any other communications system that allows the necessary information
to be communicated between the Player Unit 105 and other components of the AWES. The
transceiver 301 is coupled to a processor 303 that interprets the received information
and processes information to be transmitted. The processor 303 is coupled to a memory
305. The memory 305 stores (STEP 7) definitions of weapons areas received from the
central computer 101 and/or regional control/relay stations 103, and provides general
memory for the processor's other functions. By way of example, the processor 303 may
comprise a single chip computer and the memory 305 may comprise RAM, ROM and/or EPROM.
[0032] In addition, the Player Unit 105 (Figure 3) includes location determination equipment
307 coupled to the processor 303 which allows the Player Unit 105 to determine the
location of the Player Unit 105 (STEP 9). The processor 303 requests the location
determining equipment to determine the location of the Player Unit 105 at regular
intervals. In accordance with the preferred embodiment of the present invention, the
length of the intervals depends upon the type of player to which the Player Unit 105
is assigned and the last location of the Player Unit 105. For example, if the Player
Unit 105 is assigned to a dismounted soldier (i.e., a soldier on foot), then the processor
303 requests an update to the location of the Player Unit 105 at ten-second intervals.
The interval may be decreased to one second if the Player Unit 105 is within a predetermined
area surrounding a weapons area 102 or inside the weapons area 102. Alternatively,
if the Player Unit 105 is assigned to a stationary structure, such as a bridge, then
the location of the Player Unit 105 need only be determined at the beginning of the
simulation exercise or upon an indication that the Player Unit 105 is to be reassigned
to another player. However, in an alternative embodiment, Player Units assigned to
stationary players determine the player's position at regular intervals. By way of
example, the location determining equipment 307 may comprise a commercially available
Global Positioning Satellite (GPS) receiver.
[0033] The Player Unit 105 (Figure 3) includes a cue generator 309 which is preferably capable
of providing audio cues to the assigned player. The cue generator 309 may also provide
cues to other nearby players. Verbal or other audio cues may also be generated to
provide players with necessary information. In addition to audio cues, the cue generator
309 may also provide visual and tactile cues in the form of flashing lights, displayed
text, and vibrations which can be felt by the player to which the Player Unit 105
is assigned. By way of example, the cue generator 309 may include a liquid crystal
display (LCD). The Player Unit 105 includes a source of power such as a battery (not
illustrated) for its components.
[0034] The processor 303 within the Player Unit 105 compares the location of the Player
Unit 105 with the perimeter or boundaries of the weapons areas 102 stored in the memory
305 (STEP 11) to determine whether the Player Unit 105 is near or inside any of the
defined weapons areas 102 (STEP 13). If the Player Unit 105 is inside or within a
predetermined distance of a weapons area 102, then the rate at which the location
of the Player Unit 105 is determined is increased (assuming that the rate is not already
at the maximum rate) (STEP 15). Next, the processor 303 determines whether the Player
Unit 105 is inside a weapons area 102 (STEP 17), and not just near
or inside a weapons area 102. If the Player Unit 105 is inside a weapons area 102, then
the Player Unit 105 determines the type of weapon associated with the weapons area
102 in which the Player Unit 105 is currently located (STEP 19). Each weapons area
102 is associated with a particular type of weapon. The type of weapon associated
with the weapons area 102 is preferably stored in the memory 305 together with the
definition of the weapons area. Associated with each type of weapon is information
that indicates the probability that a particular type of player will be affected by
the weapon as a consequence of entering the associated weapons area 102. In addition,
the type of injury or damage that can occur as a consequence of the weapon is also
stored in the Player Unit 105 in association with the definition of the weapons area
102. Still further, information regarding how damage will be mitigated in response
to defensive measures and equipment used by the player is preferably associated with
the definition of the weapons area 102.
[0035] Once the type of weapon associated with the weapons area 102 is established, a determination
is made as to whether the player has been affected by the weapon (STEP 21). The determination
as to whether a player has been affected by a weapon as a consequence of entering
a weapons area 102 is made based upon the probability that the player would be affected
in a real battle situation. This may be accomplished using a random number generator
to arrive at an outcome defined by well-known statistical algorithms.
[0036] If the processor 303 determines that the player has not been affected by the weapon,
then, depending upon the type of weapon at issue, this information is reported back
to the central computer 101 (STEP 23). For example, if the weapon at issue is a minefield,
then the fact that the player has entered the minefield without effect is used to
determine the current status of the minefield. More particularly, the central computer
101 removes locations which have been successfully traversed by at least one player
from the minefield to simulate that the area traversed by the player is free of mines.
Alternatively, depending upon the type of land mines used in the simulated minefield,
the central computer 101 may increase the likelihood that the next player to traverse
that portion of the minefield will be affected by a mine, thus simulating multi-trigger
mines which require more than one triggering event before they are detonated. The
particular manner in which the central computer 101 reacts to the information reported
by the Player Unit 105 is discussed in more detail below. Upon reporting in STEP 23,
the process repeats from STEP 9.
[0037] If the processor 303 determines that the player has been affected by the weapon (STEP
21), then the processor 303 preferably determines whether the effect is due to a direct
or indirect effect (i.e., a hit or a near miss for most weapons) (STEP 25). If the
processor 303 determines that weapon has missed the player, then the player is alerted
by the cue generator 309 (STEP 27). The Player Unit 105 then reports to the central
computer 101 (STEP 23).
[0038] If the processor 303 determines that the player has been directly affected by the
weapon (STEP 25), then the processor 303 determines whether this is the first direct
effect sustained by the player (STEP 29). If this is the first direct effect, then
the extent of injury or amount of damage is assessed (STEP 31). If the player is determined
to be dead or destroyed (STEP 33), then the processor 303 reports this condition to
the central computer 101 and logs out (i.e., is removed from the exercise) (STEP 35).
However, if the player has only been injured or damaged (STEP 33), then the processor
303 reports back this condition (STEP 37), stores the players condition, i.e. nature
of injury or damage (STEP 39), and the process continues from STEP 9.
[0039] Returning to STEP 29, if the player has been directly affected by a weapon more than
once, then the player is considered to have been killed or destroyed (STEP 41). The
Player Unit 105 then reports this condition to the central computer 101 (STEP 43)
and logs out, thus ending the simulation for that player. In accordance with an alternative
embodiment of the present invention, the cumulative effect of multiple direct effects
can be summed to a level of damage or injury that is less than total death or destruction
of the assigned player. In such a case, the processor 303 assesses the damage or injury
and reports back (STEP 37). The nature of the injury or damage is stored in order
to facilitate further assessments upon additional direct effects being sustained by
the player (STEP 39), and the process continues from STEP 9.
[0040] It should be understood that the Player Unit 105 may be inside more than one weapons
area 102 at one time. Therefore, such an analysis must be performed in association
with each weapons area 102 in which the player is located.
General Information Regarding the Central Computer
[0041] Figure 4 is a simplified block diagram of the central computer 101 in accordance
with the preferred embodiment of the present invention. As illustrated in Figure 4,
the central computer 101 has a transceiver 401 coupled to an antenna 403 for transmitting
and receiving information. In an alternative embodiment of the present invention,
the central computer may also transmit and receive information over wire lines which
interface with the public telephone system by modems, or otherwise transmit information
over the air or through a directed medium, such as wire, optical fiber, waveguide,
or any other such medium. The transceiver 401 is coupled to a processor 405. The processor
405 may be any general purpose programmable device, dedicated circuit, such as a state
machine, circuit comprised of discrete components, or application specific integrated
circuit. The transceiver 401 and processor 405 are connected to a source of power
(not illustrated) such as a portable generator. The processor 405 is preferably coupled
to a user input device 407 which allows a user to enter information that defines the
weapons area 102. The definition of the weapons area is stored in a memory 409 which
is coupled to the processor 405. The input device is a keyboard, touch screen, mouse,
microphone, array of buttons, disk drive, tape drive or any other means by which a
user can enter information regarding the relative location of a weapons area and the
type of weapon to be associated with the weapons area. In accordance with the preferred
embodiment of the present invention, more than one such weapons area 102 can be defined
and stored within the memory 409.
[0042] In accordance with the preferred embodiment of the present invention, the input device
407 allows the user to define the location of a weapons area by selecting points on
the periphery of the weapons area. The order in which these points are entered by
the user determines the manner in which the points are connected in order to define
a closed area. Therefore, in accordance with one embodiment of the present invention,
the user defines the weapons area by touching points on a touch screen, entering numeric
values on a keyboard, "clicking" a mouse at locations on a video display, speaking
into a microphone to identify the points using cartesian coordinates, or any of a
wide variety of other means for identifying the location of points within the simulated
battlefield 100. Alternatively, the location of the weapons area may be defined by
the user using other techniques, such as by identifying a center and radius or diameter,
selecting a shape from a menu of shapes and locating the shape with respect to a map
of the simulated battlefield 100, or by any other method for defining the location,
size, and shape of the weapons area.
[0043] Various techniques may be implemented to ensure that the user enters valid points.
For example, if the user attempts to enter points which would cause the lines which
define the perimeter of the weapons area to cross, then an output device 411 indicates
an error in the entry. The output device may be any means for communicating information
to the user, such as a video display, an audio speaker, lights, alpha-numeric display
elements, etc.
[0044] Once the weapons area 102 is defined, the processor 405 (Figure 4) identifies points
on the perimeter of the weapons area 102 that can be used to define the location of
the boundaries of the weapons area 102 within the simulated battlefield 100. The points
are transmitted to the Player Units 105 in sequential order. Thus, a line coincident
with the perimeter of the weapons area 102 exists between each point and the point
which is transmitted immediate before and immediately after. In addition, a line coincident
with the perimeter exists between the first point transmitted and the last point transmitted.
In this embodiment, some means, such as an end code, must be transmitted to identify
which point was transmitted last. In accordance with the preferred embodiment, the
first point is retransmitted at the end. By retransmitting the first point as the
last point, the Player Units will know when the weapons area definition is complete.
In an alternative embodiment of the present invention, the location and shape of the
weapons area 102 can be transmitted as a series of shapes, the location of each shape
being determined by transmitting the location of one or more points of the shape and
the critical dimensions of the shape. For example, the weapons area associated with
a bomb can be defined as a circle with a center at a particular location and having
a radius of a particular length. A minefield may be defined as a combination of overlapping
shapes, such as a series of rectangles each having length "l", width "w", a rotation
angle of "θ" and having a southern most corner located at a particular point. If more
than one corner lie on the same longitude, then the location of the southern most
point that lies farthest to the west is provided. By defining the weapons area 102
in this way, the amount of information that must be transmitted between the central
computer 101 and the Player Units 105 is significantly reduced. Since there are likely
to be a relatively large number of weapons areas within any one battlefield, each
needing to be broadcast to the Player Units 105 at regular intervals, it is important
to limit the amount of information that is required to fully define each such weapons
area 102.
[0045] Once a weapons area 102 has been defined and transmitted to the Player Units 105,
the size and shape of the weapons area 102 can be modified by either broadcasting
a message to the Player Units 105 to delete the weapons area from the memory within
each Player Unit 105, or by broadcasting a change request in the form of a new area
collocated within an existing weapons area 102 which removes the new area from the
preexisting definition. For example, Figure 5 is an illustration of a preexisting
weapons area 501 stored in the memory 305 of each of the Player Units 105 as a list
of points 503-510 connected by lines which form the perimeter of the weapons area
501 representing a minefield. In order to alter the minefield to represent that a
portion of the minefield has been cleared, a change request is broadcast to each Player
Unit 105 including the location of the four points 503, 511, 512, and 513. In response,
each of the Player Units 105 changes the definition of the weapons area 501 to indicate
that the perimeter now is defined by the points 504-513, thus removing the portion
outlined by the points 503, 511, 512, and 513.
General Information Regarding the Communication Link
[0046] The communication link 103 between the central computer 101 and the Player Units
105 of the present invention can be structured in a variety of ways. This link may
include a plurality of the control/relay stations 103 each having its own source of
power (not illustrated) such as a battery or portable generator. In accordance with
the preferred embodiment of the present invention illustrated in Figure 2, the central
computer 101 communicates either directly with Player Units 105, as indicated by the
line T1 or through a regional control/relay station 103, as indicated by lines T2
and T3. The need for regional control/relay stations 103 is primarily a function of
the ability of the central computer 101 to establish a reliable two-way communications
link with each and every Player Unit 105 This is not always possible by direct transmission
from the central computer 101, since the terrain of the simulated battlefield 100
may be such that Player Units 105 will "disappear" behind hills, mountains, buildings,
etc. Furthermore, it may be more cost effective to provide relatively low power transmissions
from the central computer 101 which are incapable of reaching across the entire simulated
battlefield 100. Still further, due to power limitations in the Player Units 105 and
restrictions on the size and type of antennas that can be used in the Player Units
105, even if communications can be established between the central computer 101 and
the Player Unit 105, the Player Unit 105 may not be able to transmit with sufficient
power to be reliably received by the central computer 101. Therefore, regional control/relay
stations 103 may be used to assist in providing a reliable two-way communication link
between the central computer 101 and the Player Units 105.
[0047] In addition, regional control/relay stations 103 may be used to off load some of
the burden that would otherwise rest solely with the central computer 101. For example,
the central computer 101 allows a user to define and manage all of the weapons areas
102. Since there may be a relatively large number of such weapons areas 102, this
task may become burdensome for a single central computer. Thus, by off-loading the
responsibility for retransmitting and maintaining some of the weapons areas 102 to
regional control/relay stations 103, the amount of data processing and management
that must be performed by the central computer 101 can be reduced to a more manageable
level. In addition, if multilateration is used to determine the position of Player
Units 105, the regional control/relay stations 103 can assist in the multilateration
function. However, it should be noted that such regional control/relay stations 103
are not required, and a simulator in accordance with the present invention may be
fully functional without such regional stations.
[0048] Communication between the central computer 101 and the Player Units 105 is preferably
accomplished by a direct radio transmission. However, any alternative method for transmitting
the information may be used, such as transmission of radio signals to a satellite
relay station and then on to either regional control/relay stations 103, or directly
to Player Units 105. Alternatively, other forms of energy can be used to transmit
information, such as light or sound. Furthermore, while wireless communications appear
to be far superior to the alternatives, it is not essential to the present invention
that communications between the central computer 101 and the Player Units 105 be over
a wireless link. In fact, for some Player Units which remain stationary or which move
relatively little, direct, i.e. "hard wired" communication links may be more advantageous
under conditions in which reliable radio transmissions may be difficult to establish.
Information that is to be provided to all, or most, of the Player Units 105 is broadcast.
Additional information that is directed to a relatively few Player Units 105 can be
coded for only those Player Units 105 to which the information is intended. Such direct
connections may be from the central computer 101 to the Player Units 105, or may be
only from the central computer 101 to the regional control/relay stations 103, thus
allowing the final leg of the communication link to remain wireless, but relatively
short if a relatively large number of relay stations 103 are used.
General Operation of the Player Unit
[0049] The Player Unit 105 has four broadly defined functions. First, the Player Unit 105
must receive and store the location of each weapons area 102 which currently exists
in the simulation. Second, the Player Unit 105 must determine the location of the
player with respect to each of the weapons areas to identify when a player enters
or approaches a weapons area 102. Third, the Player Unit 105 must determine the probability
that a player will be affected by the weapons associated with a weapons area 102 when
the player enters the weapons area 102. Fourth, the Player Unit 105 must determine
the consequence to the player of entering the weapons area 102.
[0050] The manner in which the Player Unit 105 receives the definition of the weapons area
102 will now be described in further detail. The Player Unit 105 receives messages
from the central computer 101 either directly or through a regional control/relay
station 103. These messages are preferably broadcast to all Player Units 105. Therefore,
each player preferably operates under the same conditions. However, in an alternative
embodiment of the present invention, different conditions can be established for different
individuals or groups by directing messages to selected Player Units 105. The messages
may be in any format that allows the necessary information to be transmitted between
the central computer 101 and the Player Units 105. However, in the preferred embodiment
of the present invention, the location of each weapons area 102 is provided to the
Player Units 105 as a set of points that are connected one to another by lines which
extend from point to point in the order that the points are received. The first and
last point are connected by a final line which closes the weapons area 102.
[0051] In addition to defining the location of each weapons area 102, the central computer
101 must indicate the type of weapon (or weapons) to be associated with each weapons
area 102. More than one weapon can be associated with a particular weapons area 102.
However, once received by the Player Unit 105, the Player Unit 105 must evaluate the
effect of each weapon separately. For example, one weapons area 102 may be defined
as being associated with both land mines and artillery. Accordingly, when a player
enters this weapons area 102, the Player Unit 105 must determine the probability that
the player will detonate a land mine, and independently determine the probability
that the player will be hit by an artillery shell.
[0052] Once the Player Unit 105 has received the information necessary to determine the
location and nature of each of the weapons areas 102, the Player Unit 105 checks the
location of the assigned player (i.e., the location of the Player Unit) at predetermined
intervals. These intervals are preferably of a first equal duration when the Player
Unit 105 is not inside or near any weapons area 102 and of a second equal duration
when the Player Unit 105 is inside or near any weapons area 102. The duration depends
upon the type of player to which the Player Unit 105 has been assigned and whether
the player is being transported by a vehicle, is on foot, or is stationary. In accordance
with the preferred embodiment of the present invention, a Player Unit 105 assigned
to a vehicle that is not inside or near a weapons area 102 checks location on approximately
ten-second intervals and a Player Unit 105 assigned to a foot soldier checks location
on approximately thirty-second intervals. When a Player Unit 105 approaches a weapons
area 102, the intervals reduce to one second for Player Units 105 assigned to both
foot soldiers and vehicles. Player Units 105 assigned to soldiers that are being transported
by a vehicle preferably check location at the same intervals as the vehicle transporting
the soldier.
[0053] In accordance with the preferred embodiment ofthe present invention, upon entering
a weapons area 102, the Player Unit 105 determines the probability that the assigned
player will be affected by a weapon based on statistical data derived from actual
battle conditions and the conditions associated with the particular weapon being simulated.
Such statistical data is preferably preloaded into the memory 305 of each Player Unit
105 in the form of a look-up table. For example, if a particular weapons area is designated
by the central computer 101 to be a minefield 102, additional information is preferably
provided to the Player Unit 105 to indicate the type of mines that are laid, the density
of the minefield, the pattern of the mines, and other information that will be necessary
to determine within the Player Unit 105 the probability that a player will be affected
by the minefield. This information is used by the Player Unit 105 to select an entry
from the look-up table. Alternatively, the probability may be calculated at the central
computer 101 and transmitted to the Player Unit 105 along with the definition of the
weapons area 102 to be implemented by each Player Unit 105 in determining whether
the player to which the Player Unit 105 has been assigned has been affected. The probability
that a player has been affected by a weapon can be modified by intervention from an
observer, particular actions taken by the player, or by equipment that the player
has available for use in defending against the weapon. For example, if a training
administrator observes a player proceeding in a reckless manner, the administrator
may communicate with the Player Unit 105 assigned to that player or with the central
computer 101 in order to increase the probability that the player will be affected
by a weapon. Preferably, the administrator indicates in the communication the particular
weapons for which this change in probability will occur in order to more realistically
increase the danger to a particular player. The communication may be made through
conventional radio transmission. Alternatively, the communication may be made by having
the administrator fire a simulated weapon at a player. The simulated weapon modulates
or otherwise encodes a transmission sent out from the simulated weapon. Additional
details regarding the manner in which the probability is determined will be explained
below.
[0054] The effects of at least some types of weapons may be delayed by a relatively short
random amount of time in order to simulate the fact that shells fall over a period
of time, and not all at one time. Therefore, when a group of players enter a particular
weapons area 102, a certain number of Player Units 105 will have immediately determined
that the players to which these Player Units are assigned have been affected by the
weapon. However, the effects are not revealed to each of the affected players at the
same time.
[0055] Once the Player Unit 105 determines the type of weapon and the probability that the
player to which the Player Unit 105 has been assigned has been affected, the Player
Unit 105 determines the extent of the effect on the player. The effect of the weapons
on the player can range from a near miss to a fatal hit. The effect on the player
is also preferably determined by a statistical method. Thus, the Player Unit 105 determines
the extent of the effect of the weapon on the player. For example, if a player enters
a minefield and is determined to have detonated a mine, the probability that the player
will be killed versus the probability that the player will be non-fatally injured,
and the particular manner in which the player will be injured is determined. The extent
of the injury is then selected based upon these probabilities. If the player is not
removed from the exercise by the injury, then the fact that the player has been affected
is stored in the memory within the Player Unit 105 so that cumulative injury and damage
can be calculated if the player is affected by another weapon at a later time. If
the player has been affected by a near miss, the Player Unit 105 preferably reports
this fact to the player through cues, such as sound effects and/or displayed text.
The Player Unit 105 also reports this event to the central computer 101.
Simulation of Minefields
[0056] A minefield is entered into the central computer 101 by a user as a package of data.
The minefield is described by its shape and location on the training area in either
single or multiple squares or rectangles or a series of polygon coordinates which
describe a complex shape. Alternatively, a minefield can be described by selecting
a shape from a menu and manipulating the shape either graphically or mathematically.
For example, the user may locate a shape on a map of the battlefield. The user may
then select points on the periphery of the minefield using a pointing device, such
as a mouse or light pen, and drag the selected points to new locations on the map
to define the minefield as the user desires.
[0057] Minefield data also includes data describing a zone surrounding the minefield which
activates Player Units 105 to enter into a more rapid location determination mode.
The minefield is described by one or more mine types and programmable mine parameters,
including delay times or target profile data. The overall density of mines within
the minefield is represented by a density parameter for each type of mine used. The
entered minefield is then given a status of active or inactive. A partial minefield,
resulting from the minelaying team on the training area not completing their assigned
minelaying action, can also be simulated by defining new minefield boundaries to describe
a reduced minefield area. The minefield description data is preferably non-selectively
broadcast to all of the Player Units 105. In order to conserve bandwidth or time,
this data is broadcast only to selected groups of Player Units 105 which are likely
to encounter the minefield. The broadcast data includes the active or inactive status
of the minefield.
[0058] In accordance with the preferred embodiment of the present invention, a GPS having
approximately +/- five meter accuracy is used as the location determination equipment
307 to determine the position of each of the Player Units 105. The Player Units 105
may be placed on soldiers, mine ploughs, tanks, troop carriers, or any other vehicle.
Accordingly, the present invention preferably allows a simulated minefield to be cleared
by the entry of a mine plough. That is, once a Player Unit 105 assigned to a mine
plough enters a minefield, the Player Unit 105 reports back the fact that the plough
has entered the minefield. As the plough breaches the minefield, the central computer
101 redefines the weapons area 102 to simulate the fact that the minefield has been
cleared. The area over which the plough traverses can be either considered to be completely
clear of mines, in which case the central computer 101 can amend the size and shape
of the minefield weapons area 102 to exclude those portions of the weapons area over
which the plough has traversed. In addition, the central computer 101 can define a
new weapons area 102 which includes the area traversed by the plough. This new area
can be defined to have a far lower density of mines, simulating the fact that some
mines may remain in the area that the plough has traversed. The lower density causes
the Player Units 105 to use a far lower probability of detonating a mine in determining
whether players that enter this newly defined weapons area 102 will be affected by
the weapon (i.e., any remaining mines).
[0059] Likewise, when other types of players enter a minefield, the Player Unit 105 assigned
to the player reports back to the central computer 101 indicating those areas that
are traversed. The central computer 101 then updates the weapons area 102 definition
to indicate that the minefield has been breached. In the same manner as described
above, this can result in an amendment to the definition of the minefield. In addition,
such a breach of the minefield results in a new weapons area 102 being defined which
includes the traversed areas of the minefield, but in which the probability of detonating
a mine is reduced.
[0060] The present invention is intended to provide a realistic simulation of minefields.
Therefore, additional information regarding the behavior of a player and equipment
that the player may be utilizing may reduce the probability that a player will detonate
a mine or may mitigate the injury that the player will sustain if a mine is detonated.
For example, a player may be designated as a member of a minefield breaching team.
Such members may determine the probability of detonating a mine at a lower probability
than for other players, thus simulating the possibility that a mine will be detonated,
but significantly reducing this possibility.
[0061] Furthermore, if a player enters a minefield in prone position and uses his bayonet
to probe the ground in front of him before moving forward, that player is less likely
to detonate a mine than another player who enters the minefield standing upright and
does not probe the ground ahead before moving forward. In order to account for such
variations in the probability that result from each of these two actions, the present
invention allows an observer to identify behaviors that would reduce the probability
that a player will detonate a mine. The observer may then report this behavior to
the central computer 101, which updates the Player Unit 105 to cause the Player Unit
105 to use a lower probability that the player will be affected by the minefield.
Some behaviors that alter the probability that the player to which the Player Unit
105 has been assigned will be affected by the weapon may be detected by instruments
and/or sensors (not illustrated) within the Player Unit 105. For example, the fact
that the player is in prone position, rather then upright may be detected by a sensor
within the Player Unit 105. Alternatively, a sensor (not illustrated) may be worn
by the player and connected to the Player Unit 105.
[0062] Mines may be simulated which require more than one triggering event to detonate.
This is done by reporting to the central computer 101 when a Player Unit 105 determines
that a player has been affected by the minefield. In response, the central computer
101 determines that that location has a mine which has been triggered once. Accordingly,
the central computer 101 removes that location from the original minefield and generates
a new weapons area 102 which includes that location and which has the characteristic
that the third player to traverse that location will detonate a mine. This newly defined
weapons area 102 is transmitted to all Player Units 105. When the next player traverses
that location, the central computer updates the definition of the weapons area 102
to indicate that the next player to traverse that location will detonate a mine. When
the third player traverses that location, that player has a very high probability
of detonating the mine (nearly 100%) and must then determine the extent of the injury
(or damage in the case of a vehicle or other equipment player).
[0063] When a player detonates a mine, the type of player may be considered to determine
whether any collateral damage is to be assessed. For example, if a vehicle detonates
a mine, fragments of the vehicle may be scattered and cause collateral damage or injury
to near by personnel or equipment. Furthermore, secondary explosions may occur in
equipment that has ordnance on board. Therefore, in the preferred embodiment of the
present invention, when a Player Unit 105 determines that it has detonated a mine
and reports to the central computer 101, the central computer assesses whether to
contact other nearby Player Units 105 to determine whether such nearby Player Units
105 have been struck by flying debris or affected by secondary explosions. Each Player
Unit 105 is preloaded with probability tables which allow the Player Unit 105 to determine
collateral damage as a function of this preloaded probability when the central computer
101 indicates that the Player Unit 105 was in the vicinity of another player that
has detonated a mine. In an alternative embodiment, when a vehicle Player Unit 105
determines that it has detonated a mine and reports to the central computer 101, the
central computer defines a new, circular affected area of collateral damage surrounding
the location of the vehicle Player Unit 105 and broadcasts this new area to either
all or a selected group of Player Units 105. Each Player Unit 105 then evaluates whether
it is within the collateral damage area and determines by probability if it has sustained
a casualty. In still an alternative embodiment, Player Units 105 directly contact
other nearby Player Units 105 to report that they have been hit and to allow the receiving
Player Unit 105 to evaluate whether the player to which the receiving Player Unit
is assigned has sustained collateral damage as a result of its proximity to the Player
Unit 105 that has been hit.
[0064] It should be noted that the type of player to which the Player Unit 105 has been
assigned will greatly affect the probability that the player will be damaged. For
example, the probability that a foot soldier that detonates a mine will be injured
is far greater than the probability that a tank will be damaged by the same type of
mine. Accordingly, the probability that is used in each Player Unit 105 preferably
takes into account the type of player to which that Player Unit 105 is assigned when
entering the weapons area 102 as well as the type of weapon that is encountered. Furthermore,
different types of mines and differing mine densities are preferably taken into account
in determining the probability that a player will be affected by a mine when that
player enters a minefield. Still further, when a player enters a minefield, the Player
Unit 105 will only determine whether the player was affected by the mine once for
each initial entry into a coordinate zone (i.e., an area which is approximately equal
in size to the accuracy of the player location determining equipment being used).
For example, if a GPS is being used as the location determining equipment 307 (Figure
3) that has an accuracy of+/- five meters, then the minefield is divided by the Player
Unit 105 into sub-areas of approximately ten meters in diameter. As a player traverses
the minefield, the probability that the player has detonated a mine is made as the
player enters each ten- meter sub-area of the minefield.
[0065] One of the benefits of the present invention is that a wide variety of mines can
be simulated, each having different effects on the players that encounter the minefields
and each having a different probability of being detonated by each particular type
of player. The differences in the effects are taken into account in the present invention
by altering the manner in which, and probability that, a player will detonate a mine
and by altering the probability and types of injury and damage that will result as
a consequence of detonating a mine.
Simulation of Projectiles
[0066] The present invention has the ability to simulate effects of an area weapons system
which launches projectiles at ground targets. These projectiles include mortars, rockets,
missiles, artillery, smart bombs, etc. Projectiles that are launched against airborne
targets will be discussed further below in a separate discussion.
[0067] The basic operation of the present invention with regard to projectiles is essentially
the same as for minefields with the following significant differences. Weapons areas
associated with projectiles are typically defined some relatively short time after
a commander calls for a strike. The present invention preferably allows both the players
who will encounter the weapons area, as well as the commander who orders the strike
to be trained. Therefore, in accordance with one embodiment of the present invention,
when a player acting as commander orders a strike, there is an approval process that
must be either simulated or enacted by other players.
[0068] The approval process can be simulated by having the commander call for a strike as
he or she would during an actual battle. The information provided by the commander
is then entered into the central computer 101 (preferably by someone playing the role
of the officer who takes commands from the commander). Based on the information entered,
the central computer 101 determines the location of a projectile weapons area 102,
the type of projectile that is to be simulated, the number of projectiles that are
to be simulated, and the time at which the projectiles will begin striking the weapons
area. In the case of projectiles that are to be fired in volleys, the time of each
volley, the number of projectiles per volley, and the amount of time between each
volley will also be determined by the central computer 101. This information is then
broadcast to each of the Player Units 105. In an alternative embodiment of the present
invention, depending upon the objectives of the training exercise, the commander may
define all of the parameters which are to be considered, such as how many rounds to
be included in each volley, how many volleys are to be fired, etc. In accordance with
one embodiment, the central computer 101 places limits on the commander to ensure
that maximum values are not exceeded. For example, some weapons require a predetermined
reload time, and thus the maximum number of rounds that can be launched in a predetermined
time is limited by both the number of weapons available and the capability of the
particular weapons. In addition, a reload time is preferably considered in determining
the maximum number of rounds that can be fired within a particular amount of time.
[0069] The central computer 101 accounts for delays in the approval process when determining
the time at which the projectiles will begin landing within the weapons area 102.
Once the Player Units 105 receive the information from the central computer 101, they
determine whether the player to which the Player Unit 105 has been assigned has been
affected by a projectile. In accordance with one embodiment of the present invention,
in order to simulate individual projectiles landing at different times, each Player
Unit 105 determines whether the player has been hit by a projectile a random period
of time after the time at which the projectiles begin landing within the weapons area
102. Therefore, each Player Unit 105 will determine whether the player to which the
Player Unit 105 has been assigned has been affected by a projectile, and all of the
Player Units 105 within the same weapons area 102 will alert the players at random
times for each simulated volley of projectiles. If a player leaves the weapons area
102 before the Player Unit 105 has determined whether the player has been hit, the
Player Unit 105 takes no further action (i.e., there is no consequence to the player
leaving the weapons area 102).
[0070] In addition to calculating a time of flight delay which accounts for the amount of
time required for a projectile to reach a weapons area once released, the present
invention may account for weather conditions in determining both the accuracy of the
weapon (i.e., the size and shape of the weapons area and the density as a function
of the number of projectiles that are launched and the total area into which the projectiles
will fall) and the time of flight. These considerations allow the present invention
to accurately simulate battle conditions, and thus provide more valuable training.
[0071] The probability that a player will be affected by a projectile can be modified as
a function of action taken by the player and/or by equipment which the player has
available. The probability that a player will be affected by a projectile can be modified
as a function of whether the player is upright or prone. In addition, if a player
is within a predetermined distance of a vehicle or structure that has been determined
to have been hit by a projectile, the Player Unit 105 assigned to that vehicle or
structure reports to the central computer 101, which in turn sends a message to any
Player Unit 105 assigned to a player that is in, or in close proximity to, the vehicle
or structure. Thus, the present invention accounts for collateral damage and takes
in to account that players may be inside a structure or vehicle. For example, a player
inside a tank may survive an artillery barrage if the tank does not sustain a direct
hit.
[0072] In addition, the probability that a player will be affected by a projectile will
preferably be greater for the first volley of an artillery or mortar attack, since
the players will typically take action to reduce their vulnerability once the attack
begins. The present invention also has the ability to "suppress" soldiers that are
within a weapons area 102 that is actively receiving projectiles. Suppressing soldiers
preferably includes at least preventing soldiers from discharging their weapons. The
duration of the period of time during which soldiers are to be suppressed preferably
is programmable, but may be determined as a fixed parameter determined by statistical
data.
[0073] The present invention can be adapted to simulate smart bombs. Smart bombs can be
guided to a target, and thus are more accurate than unguided projectiles. Therefore,
the probability that the smart bombs will find their targets is greater. Accordingly,
the weapons area 102 that is defined for a smart bomb is typically relatively small
and the probability that the weapon will affect players in the weapons area is very
high.
[0074] The central computer 101 determines which targets have been selected to be affected
by a smart bomb. These targets are then alerted at the appropriate time that a smart
bomb has struck the vehicle. The vehicle that has been affected by the smart bomb
reports back to the central computer 101 with a message that indicates the location
of the vehicle at the time the vehicle was struck. The central computer 101 then calculates
a weapons affect area 102 that is used to determine the associated collateral damage.
This area 102 is transmitted to each of the Player Units 105. Each Player Unit 105
then determines whether the associated player is within the area 102 and the result
based on probabilities associated with the area 102 as transmitted by the central
computer 101.
[0075] Since projectiles have the ability to affect structures, as well as equipment and
personnel, the present invention allows Player Units 105 to be assigned and physically
secured to structures, such as bridges, buildings, and obstacles that might impede
the movement of personnel and equipment. These Player Units 105 preferably operate
in the same way as Player Units 105 that are assigned to, and carried by, vehicles
and personnel. The capability of all Player Units 105 is preferably identical, thus
allowing for lower cost manufacture and greater economy of scale. Accordingly, a Player
Unit 105 can be placed at the location of a structure without the need to program
the location of the structure into the Player Unit 105. The Player Unit 105 need only
be assigned to the structure in order to determine the particular table of damage
that should be used in determining the effect of being hit by a projectile. Once a
weapons area has been defined and transmitted to the Player Units 105, the Player
Unit 105 assigned to the structure determines the effect of the weapon on the structure
in the same manner as described above with regard to mobile Player Units 105.
[0076] In accordance with an alternative embodiment of the present invention, the location
determining equipment 307 (Figure 3) is not provided with Player Units 105 assigned
to stationary, i.e. non-mobile structures. Instead, the location of the structure
is programmed into the Player Unit 105 when the Player Unit 105 is placed on the structure.
When the Player Unit 105 receives information indicating that a weapons area has been
defined to include the location of the structure to which the Player Unit 105 is assigned,
the Player Unit 105 determines the effect of the weapon on the structure in the same
way as described above with regard to mobile Player Units.
Simulation of Air Defense Systems
[0077] The present invention also has the ability to simulate air defense systems, such
as batteries of anti-aircraft guns and surface-to-air missiles. In the case of air
defense simulations, the present invention defines a "dome of fire" in which simulated
air defense weapons have the ability to affect aircraft, including fixed wing aircraft
and helicopters. As is the case in simulating projectiles and minefields, the dome
of fire is defined by entering information into the central computer 101. This information
is used to define a volume of space in which air defense weapons can affect aircraft
that fly through the dome of fire. The dome of fire can be defined as a simple geometric
shape, such as a half sphere, or as a more complex geometric shape formed as a composite
of simple geometric shapes. Alternatively, the dome of fire can be defined by locating
a number of points on the surface of the dome. In addition, the user entering the
information into the central computer 101 can select from a menu of predefined shapes
for the dome of fire. These shapes can then be manipulated either mathematically or
graphically in order to define a desired dome of fire.
[0078] Aircraft are each assigned and carry a Player Unit 105 which is essentially the same
as the Player Units 105 assigned to ground personnel, vehicles, and structures. When
the location determining equipment in the airborne Player Unit 105 determines that
the player to which the Player Unit 105 has been assigned has entered into a dome
of fire, the Player Unit 105 begins calculating whether the player has been affected
by the weapons associated with the dome of fire, in the same way that entry into a
weapons area 102 causes a Player Unit 105 to begin calculating the effect of a weapon
on the ground. Furthermore, the Player Unit 105 will respond to a weapons area 102
being defined while the aircraft is on the ground in the same way as any other Player
Unit 105 that is within a weapons area 102. Calculations as to the probability of
damage and the possibility of collateral damage due to an adjacent aircraft being
hit are made by the Player Unit 105.
[0079] When a player enters an aircraft, either a training administrator or the Player Unit
105 assigned to the player preferably reports to the central computer 101 to log the
player into the aircraft. The central computer 101 stores information that the player
has entered the aircraft so that the player can be notified of any possible consequence
if the aircraft is hit by an air defense weapon. Depending upon the damage that is
done to the aircraft, the player may either be removed from the simulation or a casualty
assessment will be performed by the Player Unit 105 assigned to the player to determine
the nature of any injury that the player is to sustain as a consequence of the aircraft
being damaged.
[0080] As is the case for projectiles fired at ground targets, air defense weapons have
practical limits as to the number of rounds that can be fired within a set amount
of time. This is preferably taken into account by the present invention by setting
limits on the number of rounds that can be fired (i.e., the probability calculations
are determined based upon numbers which do not exceed the maximum allowable number
of rounds possible). In addition, delays due to time of flight and fire control approval
are simulated in essentially the same manner as for projectiles. Also, Player Units
105 apply a short random delay to the time that a volley of air defense rounds are
fired similar to that described above with respect to projectiles in order to simulate
that the rounds are fired over a period of time and not all at one time.
Simulation of Toxic or Nuclear Clouds
[0081] In addition to simulating minefields, projectiles, and air defense weapons, the present
invention can be used to simulate toxic or nuclear clouds. Toxic clouds include chemical
and biological agents which may kill, injure or sicken troops. In accordance with
the preferred embodiment of the present invention, weather conditions, such as wind
speed, humidity, and other such factors, are measured with conventional instruments
to allow such weather conditions to be considered in determining the movement of a
toxic or nuclear clouds. Alternatively, the movement of such clouds can be predetermined
and unchanging with regard to weather. In yet another alternative embodiment of the
present invention, rather than measuring the actual weather conditions, the central
computer 101 or a user selects a set of weather conditions which may or may not correspond
to the actual weather conditions occurring during the exercise.
[0082] In any case, a cloud is first defined by the user through entry of information into
the central computer 101. This information includes the type of weapon, the target,
the delivery system to be used, and other such information required for the central
computer to determine the initial characteristics and location of the cloud that will
form as a result of a cloud forming weapon. The particular cloud forming weapon may
be selected from a menu which includes a wide variety of weapons and associated delivery
systems, including nuclear bombs, gas canisters, gas grenades, chemical warheads mounted
on missiles or rockets, etc.
[0083] A commander of the simulation initiates an attack by ordering the use of the selected
weapon. For example, a commander may order a nuclear bomb to be dropped on a particular
target location at a particular time. If the time that is specified is sufficiently
distant in the future, then the central computer 101 will broadcast to all Player
Units 105 a message that includes initial coordinates of the nuclear cloud that is
released by the detonation of the bomb. The initial coordinates will take into account
the requested target location and the accuracy of the delivery system used. Sophisticated
algorithms may be used to determine the probability that the bomb will land within
a particular range of the target location if the effect of the weapon is relatively
small with respect to the accuracy with which the weapon can be delivered. However,
in the case of a weapon that affects a relatively large area, the accuracy of the
weapon may be insignificant with respect to the effect, and thus need not be considered.
[0084] The initial location, size and shape of the cloud that is formed can be defined by
any one or combination of techniques, such as: providing points along the perimeter
of the cloud; selecting a shape from a menu or table of shapes; selecting a scaling
factor; selecting a combination of shapes to be overlaid in a selected manner; or
by defining a mathematical formula which defines the location of points on the perimeter
of the cloud. It should be understood that other means for defining the location,
size, and shape of the cloud may be used. Tradeoffs between the amount of data that
must be transmitted, the accuracy of the model, and the ease of entry of the data
by the user will typically determine the particular implementation of the data entry
scheme to be used.
[0085] As the time between the initial release of the cloud passes, the location, size,
and shape of the cloud changes. In accordance with one embodiment of the present invention,
these changes are implemented by broadcasting new information regarding the cloud
at regular intervals (i.e., superseding the old definition of the cloud with a new
definition that takes into account the movement of the cloud). Alternatively, the
central computer 101 broadcasts information as to how the cloud will move together
with the initial information regarding the size, shape, and location thus allowing
each Player Unit 105 to calculate the movement of the cloud without the need for the
central computer 101 to broadcast new information. It should be understood that the
movement of an actual cloud will depend at least on the type of cloud and the weather
conditions. Predicting the movement of a cloud is a relatively complex matter. However,
simplifications may be acceptable for the purposes of a training exercise. Nonetheless,
it should be understood that such complexities may be accounted for in the present
invention by updating the location, size, and shape of the cloud with new location,
size, and shape information as required.
[0086] In addition to changes in the location, size, and shape of the cloud, changes in
the effect that the cloud will have occur as time passes due to the cloud dispersing
over time. Therefore, for those players that are close to the target location, the
effect will be greater than for those players that are at a distance but within the
range of the weapon. Therefore, as the location, size, and shape of the cloud changes,
the effect of the cloud may be changed. Both the probability that a player will be
affected and the nature of the effect may be changed as the size and shape of the
cloud change. This change may be implemented by having the central computer 101 broadcast
to each Player Unit 105 updates to the probability that a player within the cloud
will be affected. Player Units 105 that determine that they are within the cloud use
the updated probability to determine whether the player has been affected by the cloud.
Each Player Unit 105 randomly selects from among a list of injuries to determine the
particular injury that will be sustained by a player to which that Player Unit 105
has been assigned.
[0087] Each Player Unit 105 may be pre-loaded with all the information that is required
to determine the probability that the player will be affected by the cloud. In addition,
the types of injuries that are likely to be sustained may be stored within each Player
Unit 105. When a Player Unit 105 first determines that the player to which the Player
Unit 105 has been assigned has entered a cloud, the Player Unit 105 may determine
the type of weapon that has created the cloud, the time at which the cloud was initially
created, the initial location of the cloud, and any defensive measures that the player
has taken to defend against the cloud (such as donning a gas mask before entering
the cloud, etc.). This information is then used to determine the probability that
the player will be affected by the cloud. If the cloud remains relatively concentrated
and the player has not taken sufficient measures to defend against the cloud, then
the probability that the player will be affected by the cloud is very high (and may
even be considered to be 100%). If the Player Unit 105 determines that the player
has been affected by the cloud, the particular effect is determined by referring to
a table that corresponds to the type of weapon that has created the cloud, the time
at which the cloud was initially created, the initial location ofthe cloud, and any
defensive measures that the player has taken to defend against the cloud. The particular
entry to the table is preferably selected by a probabilistic determination as to which
injury is most likely. However, in an alternative embodiment of the present invention,
the particular injury is selected from the table at random.
Conclusion
[0088] The particular manner in which information is entered and/or received by the central
computer 101 and the Player Units 105 may vary significantly from the ways described
herein. More particularly, the data may be transmitted to the central computer 101
from a tape or diskette which stores preprogrammed exercises. In addition, the Player
Units 105 may be programmed by the player to whom they are assigned. In addition,
the manner in which the probability that a player will be affected is determined may
vary significantly from that described herein. The central computer 101, control/relay
stations 103 and Player Units 105 all have stored operational programs that allow
them to execute the functions described.
1. An area weapons effect simulation system (100) for simulating the effects of weapons
on players, including
means (407) for specifying a definition of at least one weapons area (501) to include
information defining a perimeter and information for defining a type of weapon and
a terrain associated with the weapons area,
means (401) for transmitting a definition of the weapons area, and
at least one player unit (105) assigned to a player, including
means (301) for receiving the definition of the weapons area,
location determination equipment (307) for determining the location of the player
unit,
a processor (303) that compares the location of the player unit to the perimeter
of the weapons area to determine whether the player assigned to the player unit will
be affected by the type of weapon associated with the weapons area, and
a memory (305) for storing casualty probability information specifying an effect
on the player of the weapon associated with the weapons area responsive to the location
of the player unit,
characterised in that the system further comprises:
means (303) for adjusting the time interval between successive determinations of the
player unit location in response to with the player unit (a) approaching the weapons
area, or (b) being within a predetermined area surrounding the weapons area, or (c)
being within the weapons area.
2. The area weapons effect simulation system of claim 1, further comprising:
at least one supervisor player unit (105) assigned to a supervisor, including means
(301) for transmitting supervisory changes to the casualty probability information
stored in the player unit assigned to the player; and
means (301, 303) in the player unit for receiving the supervisory changes to the casualty
probability information and for modifying the stored casualty probability information
accordingly.
3. The area weapons effect simulation system of Claim 2, further comprising:
means (303) for adjusting the effect on the player of the weapon associated with the
weapons area responsive to the terrain at the location of the player unit assigned
to the player.
4. The area weapons effect simulation system of Claim 3, further comprising:
at least one structure player unit (105) assigned to a structure or vehicle, including
means (301) for receiving the definition of the weapons area,
location determination equipment (307) for determining the location of the structure
player unit,
a processor (303) that compares the location of the structure player unit to the
perimeter of the weapons area to determine whether the structure or vehicle assigned
to the structure player unit will be affected by the type of weapon associated with
the weapons area,
a memory (305) for storing structure casualty probability information specifying
an effect of the weapon associated with the weapons area on the structure or vehicle
responsive to the location of the structure player unit, and
means (301) for transmitting to the player unit the effect of the weapon associated
with the weapons area on the structure or vehicle; and
means (303) for adjusting the effect on the player of the weapon associated with the
weapons area responsive to the effect of the same weapon on the structure or vehicle.
5. The area weapons effect simulation system of Claim 4, further comprising:
second transmission means (301) in the player unit for transmitting the effect on
the player of the weapon associated with the weapons area; and
second receiver means (401) for receiving the weapon effect on the player transmitted
by the second transmission means.
6. The area weapons effect simulation system of Claim 1, further comprising:
at least one supervisor player unit (105) assigned to a supervisor, including means
(301) for transmitting supervisory changes to the casualty probability information
stored in the player unit assigned to the player; and
means (301, 303) in the player unit for receiving the supervisory changes to the casualty
probability information and for modifying the stored casualty probability information
accordingly.
7. The area weapons effect simulation system of Claim 6, further comprising:
means (303) for adjusting the effect on the player of the weapon associated with the
weapons area responsive to the terrain at the location of the player unit assigned
to the player.
8. The area weapons effect simulation system of Claim 1, further comprising:
at least one structure player unit (105) assigned to a structure or vehicle, including
means (301) for receiving the definition of the weapons area,
location determination equipment (307) for determining the location of the structure
player unit,
a processor (303) that compares the location of the structure player unit to the
perimeter of the weapons area to determine whether the structure or vehicle assigned
to the structure player unit will be affected by the type of weapon associated with
the weapons area,
a memory (305) for storing structure casualty probability information specifying
an effect of the weapon associated with the weapons area on the structure or vehicle
responsive to the location of the structure player unit, and
means (301) for transmitting to the player unit the effect of the weapon associated
with the weapons area on the structure or vehicle; and
means (303) for adjusting the effect on the player of the weapon associated with the
weapons area responsive to the effect of the same weapon on the structure or vehicle.
9. A player unit (105) for determining the effects of a simulated area weapon on a player,
including
a receiver (301) for receiving a definition of at least one weapons area (501)
from a remote source, including information defining a perimeter and information for
defining a type of weapon and a terrain associated with the weapons area,
location determination equipment (307) for determining a location of the receiver;
a memory (305) for storing casualty probability specifying an effect on the player
of the weapon associated with the weapons area responsive to the location of the player
unit, and
processor means (303) for determining
whether the receiver is located within the weapons area, and
an effect on a player assigned to the receiver of the weapon associated with
the weapons area within which the player is located,
characterised in that the player unit comprises:
means (303) for adjusting the time interval between successive determinations of the
receiver location in response to the receiver (a) approaching the weapons area, or
(b) being within a predetermined area surrounding the weapons area, or (c) being within
the weapons area.
10. The player unit of claim 9, further comprising:
means (303) for adjusting the effect on the player of the weapon associated with the
weapons area responsive to the terrain at the location of the player unit assigned
to the player.
11. The player unit of claim 9, further comprising:
means (301, 303) in the player unit for receiving changes to the casualty probability
information and for modifying the stored casualty probability information accordingly.
12. A minefield simulation system (100) for use in training, including:
a central computer (101) for receiving and storing information regarding a definition
of a simulated minefield, including a plurality of associated mines and an associated
terrain, and for communicating the information to a plurality of player units (105)
each associated with a corresponding player that me traverse the simulated minefield,
each player unit including:
a receiver (301) for receiving the information regarding the definition of the simulated
minefield,
location determination equipment (307) for determining a location of the receiver,
a memory (305) for storing casualty probability specifying an effect on the player
of the mines associated with the simulated minefield responsive to the location of
the player unit, and
a processor (303) for comparing the location of the receiver with the definition of
the simulated minefield to determine an effect on a player assigned to the receiver
of the mines associated with the simulated minefield within which the player is located,
and
a transmitter (301) for transmitting to the central computer information as to the
effect of the mines associated with the simulated minefield on the player assigned
to the player unit,
characterised in that the player unit comprises:
means (303) for adjusting the time interval between successive determinations of the
receiver location in response to the receiver (a) approaching the weapons area, or
(b) being within a predetermined area surrounding the weapons area, or (c) being within
the weapons area.
13. The minefield simulation system of claim 12, further comprising:
at least one supervisor player unit (105) assigned to a supervisor, including means
(301) for transmitting supervisory changes to the casualty probability information
stored in the player unit assigned to the player; and
means (301, 303) in the player unit for receiving the supervisory changes to the casualty
probability information and for modifying the stored casualty probability information
accordingly.
14. The minefield simulation system of claim 13, further comprising:
means (303) for adjusting the effect on the player of the mines associated with the
simulated minefield responsive to the terrain at the location of the player unit assigned
to the player.
15. The minefield simulation system of claim 14, further comprising:
at least one structure player unit (105) assigned to a structure or vehicle, including
means (301) for receiving the definition of the simulated minefield,
location determination equipment (307) for determining the location of the structure
player unit,
a processor (303) that compares the location of the structure player unit to the
perimeter of the simulated minefield to determine how the structure or vehicle assigned
to the structure player unit is affected by the mines associated with the simulated
minefield,
a memory (305) for storing structure casualty probability information specifying
an effect of the mines associated with the simulated minefield on the structure or
vehicle responsive to the location of the structure player unit, and
means (301) for transmitting to the player unit the effect of the mines associated
with the simulated minefield on the structure ur vehicle; and
means (303) for adjusting the effect on the player of the mines associated with the
simulated minefield responsive to the effects of the same mines on the structure or
vehicle.
16. The minefield simulation system of Claim 12, further comprising:
means (401, 405) in the central computer for receiving information from the player
unit and for changing the definition of the minefield to remove areas that have been
traversed by the player.
17. The minefield simulation system of Claim 12, further comprising:
means (303) for adjusting the effect on the player of the mines associated with the
simulated minefield responsive to the terrain at the location of the player unit assigned
to the player.
18. The minefield simulation system of Claim 12, further comprising:
at least one structure player unit (105) assigned to a structure or vehicle including
means (301) for receiving the definition of the simulated minefield,
location determination equipment (307) for determining the location of the structure
player unit,
a processor (303) that compares the location of the structure player unit to the
definition of the simulated minefield to determine how the structure or vehicle assigned
to the structure player unit is affected by the mines associated with the simulated
minefield,
a memory (305) for storing structure casualty probability information specifying
an effect of the mines associated with the simulated minefield on the structure or
vehicle responsive to the location of the structure player unit, and
means (301) for transmitting to the player unit the effect of the mines associated
with the simulated minefield on the structure or vehicle; and
means (303) for adjusting the effect of the mines associated with the simulated minefield
on the player responsive to the effects of the same mines on the structure or vehicle.
19. A method (Fig. 1) of simulating area effects of weapons on a plurality of players
in a military combat training exercise, including the steps of
defining (step 3) at least one weapons area (102) to include information defining
a perimeter and information for determining a terrain and a type of weapon associated
with the weapons area;
transmitting (step 5) a definition of the weapons area to a plurality of player
units (105) each assigned to a corresponding player,
storing (step 7) player casualty probability information specifying an effect on
the assigned player of the weapon associated with the weapons area responsive to the
location of the player unit,
determining (step 9) the location of each player unit,
determining (step 19) at each player unit the casualty probability information
corresponding to the weapon associated with the weapons area and the location of the
assigned player within the weapons area, and
determining (step 31) an effect of the weapon on each player cased on the corresponding
casualty probability information for the player,
characterised in that the method further comprises:
adjusting (step 15), independently for each player unit, the time interval between
successive determinations of the player unit location in response to (a) the player
unit approaching the weapons area, or (b) being within a predetermined area surrounding
the weapons area, or (c) being within the weapons area.
20. A method according to Claim 19 further comprising the steps of
monitoring the behavior of a player assigned to a first player unit,
transmitting (step 5) changes to the casualty probability information associated
with the first player unit responsive to the monitored player behavior; and
receiving (step 7) the changes to the casualty probability information at the first
player unit and modifying the casualty probability information stored therein.
1. System zur Simulation der Wirkung von Flächenwaffen (100) zum Simulieren der Wirkungen
von Waffen auf Spieler, umfassend:
eine Einrichtung (407) zum Bestimmen einer Definition von wenigstens einem Waffengebiet
(501), um Information, die eine äußere Begrenzung festlegt, und Information zum Festlegen
eines Typs von Waffe und eines dem Waffengebiet zugeordneten Terrains zu umfassen,
eine Einrichtung (401) zum Senden einer Definition des Waffengebiets und
wenigstens eine Spielereinheit (105), die einem Spieler zugewiesen wird, umfassend
eine Einrichtung (301) zum Empfangen der Definition des Waffengebiets,
eine Ortsbestimmungseinrichtung (307) zur Bestimmung des Ortes der Spielereinheit,
einen Prozessor (303), der den Ort der Spielereinheit mit der äußeren Begrenzung
des Waffengebiets vergleicht, um zu bestimmen, ob der Spieler, der der Spielereinheit
zugewiesen ist, von dem Typ der Waffe, die dem Waffengebiet zugeordnet ist, betroffen
wird, und
einen Speicher (305) zum Speichern von Opfer-Wahrscheinlichkeitsinformation, die
eine Wirkung der Waffe, die dem Waffengebiet zugeordnet ist, auf den Spieler in Reaktion
auf den Ort der Spielereinheit bestimmt,
dadurch gekennzeichnet, dass das System weiter aufweist:
eine Einrichtung (303) zum Anpassen des Zeitintervalls zwischen aufeinanderfolgenden
Bestimmungen des Ortes der Spielereinheit in Reaktion darauf, ob sich die Spielereinheit
(a) dem Waffengebiet nähert, oder (b) innerhalb eines vorbestimmten Gebiets ist, das
das Waffengebiet umgibt, oder (c) innerhalb des Waffengebiets ist.
2. System zur Simulation der Wirkung von Flächenwaffen nach Anspruch 1, weiter mit
wenigstens einer Supervisor-Spielereinheit (105), die einem Supervisor zugewiesen
ist und die eine Einrichtung (301) zum Senden von Supervisor-Veränderungen der Opfer-Wahrscheinlichkeitsinformation
umfasst, die in der Spielereinheit, die dem Spieler zugewiesen ist, gespeichert ist,
und
einer Einrichtung (301, 303) in der Spielereinheit zum Empfangen der Supervisor-Veränderungen
der Opfer-Wahrscheinlichkeitsinformation und zum entsprechenden Verändern der gespeicherten
Opfer-Wahrscheinlichkeitsinformation.
3. System zur Simulation der Wirkung von Flächenwaffen nach Anspruch 2, weiter mit einer
Einrichtung (303) zum Anpassen der Wirkung der Waffe, die dem Waffengebiet zugeordnet
ist, auf den Spieler in Reaktion auf das Terrain an dem Ort der Spielereinheit, die
dem Spieler zugewiesen ist.
4. System zur Simulation der Wirkung von Flächenwaffen nach Anspruch 3, weiter mit wenigstens
einer Struktur-Spielereinheit (105), die einer Struktur oder einem Fahrzeug zugewiesen
ist, umfassend
eine Einrichtung (301) zum Empfangen der Definition des Waffengebiets,
eine Ortsbestimmungseinrichtung (307) zur Bestimmung des Ortes der Struktur-Spielereinheit,
einen Prozessor (303), der den Ort der Struktur-Spielereinheit mit der äußeren
Begrenzung des Waffengebiets vergleicht, um zu bestimmen, ob die Struktur oder das
Fahrzeug, die der Struktur-Spielereinheit zugewiesen sind, von dem Typ der Waffe,
die dem Waffengebiet zugeordnet ist, betroffen werden,
einen Speicher (305) zum Speichern von Struktur-Opfer-Wahrscheinlichkeitsinformation,
die eine Wirkung der Waffe, die dem Waffengebiet zugeordnet ist, auf die Struktur
oder das Fahrzeug in Reaktion auf den Ort der Struktur-Spielereinheit bestimmt,
eine Einrichtung (301) zum Senden der Wirkung der Waffe, die dem Waffengebiet zugeordnet
ist, auf die Struktur oder das Fahrzeug zu der Spielereinheit und
eine Einrichtung (303) zum Anpassen der Wirkung der Waffe auf den Spieler, die
dem Waffengebiet zugeordnet ist, in Reaktion auf die Wirkung derselben Waffe auf die
Struktur oder das Fahrzeug.
5. System zur Simulation der Wirkung von Flächenwaffen nach Anspruch 4, weiter mit
einer zweiten Sendeeinrichtung(301) in der Spielereinheit zum Senden der Wirkung der
Waffe auf den Spieler, die dem Waffengebiet zugeordnet ist, und
einer zweiten Empfangseinrichtung (401) zum Empfangen der Waffenwirkung auf den Spieler,
die von der zweiten Sendeeinrichtung gesendet wird.
6. System zur Simulation der Wirkung von Flächenwaffen nach Anspruch 1, weiter mit
wenigstens einer Supervisor-Spielereinheit (105), die einem Supervisor zugewiesen
ist und die eine Einrichtung (301) zum Senden von Supervisor-Veränderungen der Opfer-Wahrscheinlichkeitsinformation
umfasst, die in der Spielereinheit, die dem Spieler zugewiesen ist, gespeichert ist,
und
einer Einrichtung (301, 303) in der Spielereinheit zum Empfang der Supervisor-Veränderungen
der Opfer-Wahrscheinlichkeitsinformation und zum entsprechenden Verändern der gespeicherten
Opfer-Wahrscheinlichkeitsinformation.
7. System zur Simulation der Wirkung von Flächenwaffen nach Anspruch 6, weiter mit einer
Einrichtung (303) zum Anpassen der Wirkung der Waffe, die dem Waffengebiet zugeordnet
ist, auf den Spieler in Reaktion auf das Terrain an dem Ort der Spielereinheit, die
dem Spieler zugewiesen ist.
8. System zur Simulation der Wirkung von Flächenwaffen nach Anspruch 1, weiter mit wenigstens
einer Struktur-Spielereinheit (105), die einer Struktur oder einem Fahrzeug zugewiesen
ist, umfassend
eine Einrichtung (301) zum Empfangen der Definition des Waffengebiets,
eine Ortsbestimmungseinrichtung (307) zur Bestimmung des Ortes der Struktur-Spielereinheit,
einen Prozessor (303), der den Ort der Struktur-Spielereinheit mit der äußeren
Begrenzung des Waffengebiets vergleicht, um zu bestimmen, ob die Struktur oder das
Fahrzeug, die der Struktur-Spielereinheit zugewiesen sind, von dem Typ der Waffe,
die dem Waffengebiet zugeordnet ist, betroffen werden,
einen Speicher (305) zum Speichern von Struktur-Opfer-Wahrscheinlichkeitsinformation,
die eine Wirkung der Waffe, die dem Waffengebiet zugeordnet ist, auf die Struktur
oder das Fahrzeug in Reaktion auf den Ort der Struktur-Spielereinheit bestimmt, und
einer Einrichtung (301) zum Senden der Wirkung der Waffe, die dem Waffengebiet
zugeordnet ist, auf die Struktur oder das Fahrzeug zu der Spielereinheit und
einer Einrichtung (303) zum Anpassen der Wirkung der Waffe auf den Spieler, mit
dem Waffengebiet zugeordnet ist, in Reaktion auf die Wirkung derselben Waffe auf die
Struktur oder das Fahrzeug.
9. Spielereinheit (105) zum Bestimmen der Wirkungen einer simulierten Flächenwaffe auf
einen Spieler umfassend
einen Empfänger (301) zum Empfangen einer Definition von wenigstens einem Waffengebiet
(501) von einer entfernten Quelle, umfassend Information, die eine äußere Begrenzung
festlegt, und Information zum Festlegen eines Typs von Waffe und eines dem Waffengebiet
zugeordneten Terrains,
eine Ortsbestimmungseinrichtung (307) zur Bestimmung des Ortes des Empfängers,
einen Speicher (305) zum Speichern von Opfer-Wahrscheinlichkeitsinformation, die eine
Wirkung der Waffe, die dem Waffengebiet zugeordnet ist, auf den Spieler in Reaktion
auf den Ort der Spielereinheit bestimmt, und
eine Prozessor-Einrichtung (303) zum Bestimmen,
ob der Empfänger innerhalb des Waffengebiets angeordnet ist, und
einer Wirkung der Waffe auf einen Spieler, dem der Empfänger zugewiesen ist, die
dem Waffengebiet zugeordnet ist, in dem sich der Spieler befindet,
dadurch gekennzeichnet, dass die Spielereinheit umfasst:
eine Einrichtung (303) zum Anpassen des Zeitintervalls zwischen aufeinanderfolgenden
Bestimmungen des Ortes des Empfängers in Reaktion darauf, ob sich der Empfänger (a)
dem Waffengebiet nähert, oder (b) innerhalb eines vorbestimmten Gebiets ist, das das
Waffengebiet umgibt, oder (c) innerhalb des Waffengebiets ist.
10. Spielereinheit nach Anspruch 9, weiter mit einer Einrichtung (303) zum Anpassen der
Wirkung der Waffe, die dem Waffengebiet zugeordnet ist, auf den Spieler in Reaktion
auf das Terrain an dem Ort der Spielereinheit, die dem Spieler zugewiesen ist.
11. Spielereinheit nach Anspruch 9, weiter mit einer Einrichtung (301, 303) in der Spielereinheit
zum Empfangen von Veränderungen der Opfer-Wahrscheinlichkeitsinformation und zum entsprechenden
Verändern der gespeicherten Opfer-Wahrscheinlichkeitsinformation.
12. Minenfeld-Simulationssystem (100) zur Verwendung bei der Übung, umfassend:
einen Zentral-Computer (101) zum Empfangen und Speichern von Information, die eine
Definition eines simulierten Minenfelds betrifft, umfassend eine Vielzahl von diesem
zugeordneten Minen und ein diesem zugeordnetes Terrain, und zum Übertragen der Information
zu einer Vielzahl von Spielereinheiten (105), die jede einem entsprechenden Spieler
zugeordnet sind, der das simulierte Minenfeld überqueren kann, wobei jede Spielereinheit
umfasst:
einen Empfänger (301) zum Empfangen der Information, die die Definition des simulierten
Minenfeldes betrifft,
eine Ortsbestimmungseinrichtung (307) zur Bestimmung des Ortes des Empfängers,
einen Speicher (305) zum Speichern von Opfer-Wahrscheinlichkeitsinformation, die eine
Wirkung der Minen, die dem simulierten Minenfeld zugeordnet sind, auf den Spieler
in Reaktion auf den Ort der Spielereinheit bestimmt,
einen Prozessor (303) zum Vergleichen des Ortes des Empfängers mit der Definition
des simulierten Minenfeldes, um die Wirkung der Minen auf einen Spieler zu bestimmen,
dem der Empfänger zugewiesen ist, die dem simulierten Minenfeld zugeordnet sind, in
dem sich der Spieler befindet, und
einen Sender (301) zum Senden von Information an den Zentral-Computer wie die Wirkung
der Minen, die dem simulierten Minenfeld zugeordnet sind, auf den Spieler, dem die
Spielereinheit zugewiesen ist,
dadurch gekennzeichnet, dass die Spielereinheit umfasst:
eine Einrichtung (303) zum Anpassen des Zeitintervalls zwischen aufeinanderfolgenden
Bestimmungen des Ortes des Empfängers in Reaktion darauf, ob sich der Empfänger (a)
dem Waffengebiet nähert, oder (b) innerhalb eines vorbestimmten Gebiets ist, das das
Waffengebiet umgibt, oder (c) innerhalb des Waffengebiets ist.
13. Minenfeld-Simulationssystem nach Anspruch 12, weiter mit
wenigstens einer Supervisor-Spielereinheit (105), die einem Supervisor zugewiesen
ist und die eine Einrichtung (301) zum Senden von Supervisor-Veränderungen der Opfer-Wahrscheinlichkeitsinformation
umfasst, die in der Spielereinheit, die dem Spieler zugewiesen ist, gespeichert ist,
und
einer Einrichtung (301, 303) in der Spielereinheit zum Empfangen der Supervisor-Veränderungen
der Opfer-Wahrscheinlichkeitsinformation und zum entsprechenden Verändern der gespeicherten
Opfer-Wahrscheinlichkeitsinformation.
14. Minenfeld-Simulationssystem nach Anspruch 13, weiter mit einer Einrichtung (303) zum
Anpassen der Wirkung der Minen, die dem simulierten Minenfeld zugeordnet sind, auf
den Spieler in Reaktion auf das Terrain an dem Ort der Spielereinheit, die dem Spieler
zugewiesen ist.
15. Minenfeld-Simulationssystem nach Anspruch 14, weiter mit wenigstens einer Struktur-Spielereinheit
(105), die einer Struktur oder einem Fahrzeug zugewiesen ist, umfassend:
eine Einrichtung (301) zum Empfangen der Definition des simulierten Minenfelds,
eine Ortsbestimmungseinrichtung (307) zur Bestimmung des Ortes der Struktur-Spielereinheit,
einen Prozessor (303), der den Ort der Struktur-Spielereinheit mit der äußeren Begrenzung
des simulierten Minenfelds vergleicht, um zu bestimmen, wie die Struktur oder das
Fahrzeug, die der Struktur-Spielereinheit zugewiesen sind, von den Minen, die dem
simulierten Minenfeld zugeordnet sind, betroffen werden,
einen Speicher (305) zum Speichern von Struktur-Opfer-Wahrscheinlichkeitsinformation,
die eine Wirkung der Minen, die dem simulierten Minenfeld zugeordnet sind, auf die
Struktur oder das Fahrzeug in Reaktion auf den Ort der Struktur-Spielereinheit bestimmt,
und
eine Einrichtung (301) zum Senden der Wirkung der Minen, die dem simulierten Minenfeld
zugeordnet sind, auf die Struktur oder das Fahrzeug zu der Spielereinheit und
eine Einrichtung (303) zum Anpassen der Wirkung der Minen auf den Spieler, die dem
simulierten Minenfeld zugeordnet sind, in Reaktion auf die Wirkungen derselben Minen
auf die Struktur oder das Fahrzeug.
16. Minenfeld-Simulationssystem nach Anspruch 12, weiter mit einer Einrichtung (401, 405)
in dem Zentral-Computer zum Empfang von Information von der Spielereinheit und zum
Ändern der Definition des Minenfeldes, um Gebiete zu entfernen, die von dem Spieler
durchquert wurden.
17. Minenfeld-Simulationssystem nach Anspruch 12, weiter mit einer Einrichtung (303) zum
Anpassen der Wirkung der Minen, die dem simulierten Minenfeld zugeordnet sind, auf
den Spieler in Reaktion auf das Terrain an dem Ort der Spielereinheit, die dem Spieler
zugewiesen ist.
18. Minenfeld-Simulationssystem nach Anspruch 12, weiter mit wenigstens einer Struktur-Spielereinheit
(105), die einer Struktur oder einem Fahrzeug zugewiesen ist, umfassend:
eine Einrichtung (301) zum Empfangen der Definition des simulierten Minenfelds,
eine Ortsbestimmungseinrichtung (307) zur Bestimmung des Ortes der Struktur-Spielereinheit,
einen Prozessor (303), der den Ort der Struktur-Spielereinheit mit der Definition
des simulierten Minenfelds vergleicht, um zu bestimmen, wie die Struktur oder das
Fahrzeug, die der Struktur-Spielereinheit zugewiesen sind, von den Minen, die dem
simulierten Minenfeld zugeordnet sind, betroffen werden,
einen Speicher (305) zum Speichern von Struktur-Opfer-Wahrscheinlichkeitsinformation,
die eine Wirkung der Minen, die dem simulierten Minenfeld zugeordnet sind, auf die
Struktur oder das Fahrzeug in Reaktion auf den Ort der Struktur-Spielereinheit bestimmt,
und
eine Einrichtung (301) zum Senden der Wirkung der Minen, die dem simulierten Minenfeld
zugeordnet sind, auf die Struktur oder das Fahrzeug zu der Spielereinheit und
eine Einrichtung (303) zum Anpassen der Wirkung der Minen auf den Spieler, die dem
simulierten Minenfeld zugeordnet sind, in Reaktion auf die Wirkungen derselben Minen
auf die Struktur oder das Fahrzeug.
19. Verfahren (Fig. 1) zum Simulieren von Flächenwirkungen von Waffen auf eine Vielzahl
von Spielern in einer militärischen Kampftrainingsübung umfassend die folgenden Schritte:
Definieren (Schritt 3) von wenigstens einem Waffengebiet (102), um Information, die
eine äußere Begrenzung festlegt, und Information zum Festlegen eines Terrains und
eines Typs von Waffe, die dem Waffengebiet zugeordnet sind, zu umfassen,
Senden (Schritt 5) einer Definition des Waffengebiets zu einer Vielzahl von Spielereinheiten
(105), die jede einem entsprechenden Spieler zugewiesen sind,
Speichern (Schritt 7) von Spieler-Opfer-Wahrscheinlichkeitsinformation, die eine Wirkung
der Waffe, die dem Waffengebiet zugeordnet ist, auf den zugewiesenen Spieler in Reaktion
auf den Ort der Spielereinheit bestimmt,
Bestimmen (Schritt 9) des Ortes jeder Spielereinheit,
Bestimmen (Schritt 19) der Opfer-Wahrscheinlichkeitsinformation an jeder Spielereinheit
entsprechend der Waffe, die dem Waffengebiet zugeordnet ist, und dem Ort des zugewiesenen
Spielers innerhalb des Waffengebiets, und
Bestimmen (Schritt 31) einer Wirkung der Waffe auf jeden Spieler basierend auf der
Opfer-Wahrscheinlichkeitsinformation für den Spieler
dadurch gekennzeichnet, dass das Verfahren weiter umfasst:
Anpassen (Schritt 15) des Zeitintervalls, unabhängig für jede Spielereinheit, zwischen
aufeinanderfolgenden Bestimmungen des Ortes der Spielereinheit in Reaktion darauf,
ob sich die Spielereinheit (a) dem Waffengebiet nähert, oder (b) innerhalb eines vorbestimmten
Gebiets ist, das das Waffengebiet umgibt, oder (c) innerhalb des Waffengebiets ist.
20. Verfahren nach Anspruch 19, weiter umfassend die Schritte:
Überwachen des Verhaltens eines Spielers, dem eine erste Spielereinheit zugewiesen
ist,
Senden (Schritt 5) von Veränderungen der Opfer-Wahrscheinlichkeitsinformation verbunden
mit der ersten Spielereinheit in Reaktion auf das überwachte Spieler-Verhalten und
Empfangen (Schritt 7) der Veränderungen der Opfer-Wahrscheinlichkeitsinformation an
der ersten Spielereinheit und Verändern der darin gespeicherten Opfer-Wahrscheinlichkeitsinformation.
1. Système de simulation d'effets d'armes de secteur (100) pour simuler les effets des
armes sur des joueurs, comprenant
un moyen (407) pour spécifier une définition d'au moins un secteur d'armes (501)
pour inclure des informations définissant un périmètre et des informations pour définir
un type d'arme et un terrain associés au secteur d'armes,
un moyen (401) pour transmettre une définition du secteur d'armes, et
au moins une unité de joueur (105) assignée à un joueur, comprenant
un moyen (301) pour recevoir la définition du secteur d'armes,
un équipement de détermination d'emplacement (307) pour déterminer l'emplacement
de l'unité de joueur,
un processeur (303) qui compare l'emplacement de l'unité de joueur au périmètre
du secteur d'armes pour déterminer si le joueur assigné à l'unité de joueur sera affecté
par le type d'arme associé au secteur d'armes, et
une mémoire (305) pour stocker des informations de probabilité de perte spécifiant
un effet sur le joueur de l'arme associée au secteur d'armes sensible à l'emplacement
de l'unité de joueur,
caractérisé en ce que le système comprend en outre :
un moyen (303) pour ajuster l'intervalle de temps entre des déterminations successives
de l'emplacement de l'unité de joueur en réponse au fait que l'unité de joueur (a)
s'approche du secteur d'armes, ou (b) est dans une zone prédéterminée entourant le
secteur d'armes, ou (c) est dans le secteur d'armes.
2. Système de stimulation d'effets d'armes de secteur selon la revendication 1, comprenant
en outre :
au moins une unité de joueur de superviseur (105) assignée à un superviseur, comprenant
un moyen (301) pour transmettre des changements de supervision aux informations de
probabilité de perte stockées dans l'unité de joueur assignée au joueur, et
un moyen (301, 303) dans l'unité de joueur pour recevoir les changements de supervision
aux informations de probabilité de perte et pour modifier les informations de probabilité
de perte stockées en conséquence.
3. Système de simulation d'effets d'armes de secteur selon la revendication 2, comprenant
en outre :
un moyen (303) pour ajuster l'effet sur le joueur de l'arme associée au secteur d'armes
sensible au terrain à l'emplacement de l'unité de joueur assignée au joueur.
4. Système de simulation d'effets d'armes de secteur selon la revendication 3, comprenant
en outre :
au moins une unité de joueur de structure (105) assignée à une structure ou à un véhicule,
comprenant
un moyen (301) pour recevoir la définition du secteur d'armes,
un équipement de détermination d'emplacement (307) pour déterminer l'emplacement de
l'unité de joueur de structure,
un processeur (303) qui compare l'emplacement de l'unité de joueur de structure au
périmètre du secteur d'armes pour déterminer si la structure ou le véhicule assigné(e)
à l'unité de joueur de structure sera affecté(e) par le type d'arme associé au secteur
d'armes,
une mémoire (305) pour stocker des informations de probabilité de perte de structure
spécifiant un effet de l'arme associée au secteur d'armes sur la structure ou le véhicule
sensible à l'emplacement de l'unité de joueur de structure, et
un moyen (301) pour transmettre à l'unité de joueur l'effet de l'arme associée au
secteur d'armes sur la structure ou le véhicule ; et
un moyen (303) pour ajuster l'effet sur le joueur de l'arme associée au secteur d'armes
sensible à l'effet de cette même arme sur la structure ou le véhicule.
5. Système de simulation d'effets d'armes de secteur selon la revendication 4, comprenant
en outre :
un second moyen de transmission (301) dans l'unité de joueur pour transmettre l'effet
sur le joueur de l'arme associée au secteur d'armes ; et
un second moyen de réception (401) pour recevoir l'effet d'arme sur le joueur transmis
par le second moyen de transmission.
6. Système de simulation d'effets d'armes de secteur selon la revendication 1, comprenant
en outre :
au moins une unité de joueur de superviseur (105) assignée à un superviseur, comprenant
un moyen (301) pour transmettre des changements de supervision aux informations de
probabilité de perte stockées dans l'unité de joueur assignée au joueur ; et
un moyen (301, 303) dans l'unité de joueur pour recevoir les changements de supervision
aux informations de probabilité de perte et pour modifier les informations de probabilité
de perte stockées en conséquence.
7. Système de simulation d'effets d'armes de secteur selon la revendication 6, comprenant
en outre :
un moyen (303) pour ajuster l'effet sur le joueur de l'arme associée au secteur d'armes
sensible au terrain à l'emplacement de l'unité de joueur assignée au joueur.
8. Système de simulation d'effets d'armes de secteur selon la revendication 1, comprenant
en outre :
au moins une unité de joueur de structure (105) assignée à une structure ou à un véhicule,
comprenant
un moyen (301) pour recevoir la définition du secteur d'armes,
un équipement de détermination d'emplacement (307) pour déterminer l'emplacement de
l'unité de joueur de structure,
un processeur (303) qui compare l'emplacement de l'unité de joueur de structure au
périmètre du secteur d'armes pour déterminer si la structure ou le véhicule assigné(e)
à l'unité de joueur de structure sera affecté(e) par le type d'arme associé au secteur
d'armes,
une mémoire (305) pour stocker des informations de probabilité de perte de structure
spécifiant un effet de l'arme associée au secteur d'armes sur la structure ou le véhicule
sensible à l'emplacement de l'unité de joueur de structure, et
un moyen (301) pour transmettre à l'unité de joueur l'effet de l'arme associée au
secteur d'armes sur la structure ou le véhicule ; et
un moyen (303) pour ajuster l'effet sur le joueur de l'arme associée au secteur d'armes
sensible à l'effet de cette même arme sur la structure ou le véhicule.
9. Unité de joueur (105) pour déterminer les effets d'une arme de secteur simulée sur
un joueur, comprenant
un récepteur (301) pour recevoir une définition d'au moins un secteur d'armes (501)
d'une source distante, comprenant des informations définissant un périmètre et des
informations pour définir un type d'arme et un terrain associés au secteur d'armes,
un équipement de détermination d'emplacement (307) pour déterminer un emplacement
du récepteur ;
une mémoire (305) pour stocker des informations de probabilité de perte spécifiant
un effet sur le joueur de l'arme associée au secteur d'armes sensible à l'emplacement
de l'unité de joueur, et
un moyen de traitement (303) pour déterminer
si le récepteur est situé dans le secteur d'armes, et
un effet sur un joueur assigné au récepteur de l'arme associée au secteur d'armes
dans lequel se trouve le joueur,
caractérisée en ce que l'unité de joueur comprend :
un moyen (303) pour ajuster l'intervalle de temps entre des déterminations successives
de l'emplacement du récepteur en réponse au fait que le récepteur (a) s'approche du
secteur d'armes, ou (b) est dans une zone prédéterminée entourant le secteur d'armes,
ou (c) est dans le secteur d'armes.
10. Unité de joueur selon la revendication 9, comprenant en outre :
un moyen (303) pour ajuster l'effet sur le joueur de l'arme associée au secteur d'armes
sensible au terrain à l'emplacement de l'unité de joueur assignée au joueur.
11. Unité de joueur selon la revendication 9, comprenant en outre :
un moyen (301, 303) dans l'unité de joueur pour recevoir des changements aux informations
de probabilité de perte et pour modifier les informations de probabilité de perte
stockées en conséquence.
12. Système de simulation de champ de mines (100) destiné à être utilisé pour la formation,
comprenant :
un ordinateur central (101) pour recevoir et stocker des informations concernant une
définition d'un champ de mines simulé, comprenant une pluralité de mines associées
et un terrain associé, et pour communiquer les informations à une pluralité d'unités
de joueur (105) chacune associée à un joueur correspondant qui doit traverser le champ
de mines simulé,
chaque unité de joueur comprenant :
un récepteur (301) pour recevoir les informations concernant la définition du champ
de mines simulé,
un équipement de détermination d'emplacement (307) pour déterminer un emplacement
du récepteur,
une mémoire (305) pour stocker des informations de probabilité de perte spécifiant
un effet sur le joueur des mines associées au champ de mines simulé sensible à l'emplacement
de l'unité de joueur, et
un processeur (303) pour comparer l'emplacement du récepteur avec la définition du
champ de mines simulé pour déterminer un effet sur le joueur assigné au récepteur
des mines associées au champ de mines simulé dans lequel se trouve le joueur, et
un émetteur (301) pour transmettre à l'ordinateur central des informations concernant
l'effet des mines associées au champ de mines simulé sur le joueur assigné à l'unité
de joueur,
caractérisé en ce que l'unité de joueur comprend :
un moyen (303) pour ajuster l'intervalle de temps entre des déterminations successives
de l'emplacement du récepteur en réponse au fait que le récepteur (a) s'approche du
secteur d'armes, ou (b) est dans une zone prédéterminée entourant le secteur d'armes,
ou (c) est dans le secteur d'armes.
13. Système de simulation de champ de mines selon la revendication 12, comprenant en outre
:
au moins une unité de joueur de superviseur (105) assignée à un superviseur, comprenant
un moyen (301) pour transmettre des changements de supervision aux informations de
probabilité de perte stockées dans l'unité de joueur assignée au joueur ; et
un moyen (301, 303) dans l'unité de joueur pour recevoir les changements de supervision
aux informations de probabilité de perte et pour modifier les informations de probabilité
de perte stockées en conséquence.
14. Système de simulation de champ de mines selon la revendication 13, comprenant en outre
:
un moyen (303) pour ajuster l'effet sur le joueur des mines associées au champ de
mines simulé sensible au terrain à l'emplacement de l'unité de joueur assignée au
joueur.
15. Système de simulation de champ de mines selon la revendication 14, comprenant en outre
:
au moins une unité de joueur de structure (105) assignée à une structure ou à un véhicule,
comprenant
un moyen (301) pour recevoir la définition du champ de mines simulé,
un équipement de détermination d'emplacement (307) pour déterminer l'emplacement de
l'unité de joueur de structure,
un processeur (303) qui compare l'emplacement de l'unité de joueur de structure au
périmètre du champ de mines simulé pour déterminer dans quelle mesure la structure
ou le véhicule assigné(e) à l'unité de joueur de structure est affecté(e) par les
mines associées au champ de mines simulé,
une mémoire (305) pour stocker des informations de probabilité de perte de structure
spécifiant un effet des mines associées au champ de mines simulé sur la structure
ou le véhicule sensible à l'emplacement de l'unité de joueur de structure, et
un moyen (301) pour transmettre à l'unité de joueur l'effet des mines associées au
champ de mines simulé sur la structure ou le véhicule ; et
un moyen (303) pour ajuster l'effet sur le joueur des mines associées au champ de
mines simulé sensible aux effets de ces mêmes mines sur la structure ou le véhicule.
16. Système de simulation de champ de mines selon la revendication 12, comprenant en outre
:
un moyen (401, 405) dans l'ordinateur central pour recevoir des informations de l'unité
de joueur et pour changer la définition du champ de mines pour retirer les zones qui
ont été traversées par le joueur.
17. Système de simulation de champ de mines selon la revendication 12, comprenant en outre
:
un moyen (303) pour ajuster l'effet sur le joueur des mines associées au champ de
mines simulé sensible au terrain à l'emplacement de l'unité de joueur assignée au
joueur.
18. Système de simulation de champ de mines selon la revendication 12, comprenant en outre
:
au moins une unité de joueur de structure (105) assignée à une structure ou à un véhicule,
comprenant
un moyen (301) pour recevoir la définition du champ de mines simulé,
un équipement de détermination d'emplacement (307) pour déterminer l'emplacement de
l'unité de joueur de structure,
un processeur (303) qui compare l'emplacement de l'unité de joueur de structure à
la définition du champ de mines simulé pour déterminer dans quelle mesure la structure
ou le véhicule assigné(e) à l'unité de joueur de structure est affecté(e) par les
mines associées au champ de mines simulé,
une mémoire (305) pour stocker des informations de probabilité de perte de structure
spécifiant un effet des mines associées au champ de mines simulé sur la structure
ou le véhicule sensible à l'emplacement de l'unité de joueur de structure, et
un moyen (301) pour transmettre à l'unité de joueur l'effet des mines associées au
champ de mines simulé sur la structure ou le véhicule ; et
un moyen (303) pour ajuster l'effet des mines associées au champ de mines simulé sur
le joueur sensible aux effets de ces mêmes mines sur la structure ou le véhicule.
19. Procédé (figure 1) de simulation d'effets d'armes de secteur sur une pluralité de
joueurs dans un exercice de formation de combat militaire, comprenant les étapes consistant
à
définir (étape 3) au moins un secteur d'armes (102) pour inclure des informations
définissant un périmètre et des informations pour déterminer un terrain et un type
d'arme associés au secteur d'armes ;
transmettre (étape 5) une définition du secteur d'armes à une pluralité d'unités
de joueur (105) chacune assignée à un joueur correspondant,
stocker (étape 7) des informations de probabilité de perte de joueur spécifiant
un effet sur le joueur assigné de l'arme associée au secteur d'armes sensible à l'emplacement
de l'unité de joueur,
déterminer (étape 9) l'emplacement de chaque unité de joueur,
déterminer (étape 19) à chaque unité de joueur les informations de probabilité
de perte correspondant à l'arme associée au secteur d'armes et à l'emplacement du
joueur assigné dans le secteur d'arme, et
déterminer (étape 31) un effet de l'arme sur chaque joueur répertorié sur les informations
de probabilité de perte correspondantes pour le joueur,
caractérisé en ce que le procédé comprend en outre le fait de :
ajuster (étape 15), indépendamment pour chaque unité de joueur, l'intervalle de temps
entre des déterminations successives de l'emplacement de l'unité de joueur en réponse
au fait que (a) l'unité de joueur s'approche du secteur d'armes, ou (b) est dans une
zone prédéterminée entourant le secteur d'armes, ou (c) est dans le secteur d'armes.
20. Procédé selon la revendication 19, comprenant en outre les étapes consistant à :
surveiller le comportement d'un joueur assigné à une première unité de joueur,
transmettre (étape 5) les changements aux informations de probabilité de perte associées
à la première unité de joueur sensibles au comportement du joueur surveillé ; et
recevoir (étape 7) les changements aux informations de probabilité de perte au niveau
de la première unité de joueur et modifier les informations de probabilité de perte
stockées dans celle-ci.